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Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Background for the DM . . . . . . . . . . . . . . . . .3
Act I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
A Brief Undertaking . . . . . . . . . . . . . . . . . . . .5
Making New Friends . . . . . . . . . . . . . . . . . . . .7
Act II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Filchers Crossing . . . . . . . . . . . . . . . . . . . . . .10
The Abandoned Factory . . . . . . . . . . . . . . . . .11
Map: The Abandoned Factory . . . . . . . . . . . .13
Maleks Ambush . . . . . . . . . . . . . . . . . . . . . . .16
Act III . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
The Undercity . . . . . . . . . . . . . . . . . . . . . . . . .18
Map: The Undercity . . . . . . . . . . . . . . . . . . . .19
Epilogue: A Fistful of Vouchers . . . . . . . . . . .22
Appendix A: Creatures . . . . . . . . . . . . . . . . . . . . .24
Appendix B: Dramatis Personae . . . . . . . . . . . . . .25
Legal Stuff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
About Privateer Press . . . . . . . . . . . . . . . . . . . . . .29
A D20 Product
Introduction
Twenty years ago, Bodak was a sword-for-hire
in a mercenary group numbering 500 men called
the Talon Company. This army was in the employ
of the now-deposed King Vinter Raelthorne and
took part in some particularly brutal campaigning
along the CygnarOrd borders. At some point, the
Talons perpetrated some exceedingly inhumane
deeds on a village some leagues north of the
Dragons Tongue, and when the particulars were
later discovered by then-colonel Julian Helstrom,
the rapine and murder committed by them turned
the mans stomach. It was by no means how the
Colonel wanted to lead his armies. He publicly vilified the mercenaries and arranged for their
employment to be terminated.
In the months that followed, the Talons could
not be employed anywhere within the Iron
Kingdoms. They eventually broke apart, either as
individual mercenaries or small factions, and
Hamil Bodak, cross at having his livelihood cut
short, decided to strike out on his own. With scant
food in his belly and even less coin in his purse, he
eventually came to Corvis where he happened into
a job as a watch guard. As he approached his midthirties, Bodak swiftly worked his way up to a captains position, establishing a moderate but solid
power base for himself in the city. To his dismay,
some years later, Julian Helstrom also joined the
Corvis Watch in a position superior to his. The
former colonel had no idea of how much this rankled Bodak, indeed he did not even know the
man, but the one-time mercenary knew Helstrom
and he took careful steps to distinguish how his
loyalties developed and where they laid within the
organization.
Hamil Bodak had learned to be a prudent man
since his days with the Talon Company, but like
Act I
Wherein the adventurers are in the employ of the Church of Morrow when they realize they are
being watched.
A Brief Undertaking
Summary: A few days have passed since the
attack on the city and the PCs have stayed on with
the High Priest, Father Pandor Dumas, as he has
given them lodging on the church grounds. Within
a day or three, a mysterious man is seen shadowing
Fools Errand E-Venture
from his thick leather boots. He cuts an intimidating figure, despite being lean of stature. Without
invitation, hell have a seat and begin speaking:
Act II
Wherein the adventurers experience the menace of Filchers Crossing at night and steal into the
abandoned warehouse to retrieve a stolen item.
As the PCs continue toward the abandoned factory, there is ample opportunity to have them
jumping at shadows. Some various things that can
be encountered in Filchers Crossing after midnight are:
u A dead body laying face down, pouches and
pockets pilfered. Investigation reveals that the
poor sod was garroted and little else. If they do
investigate, a Search check (DC 12) will reveal
a tattered ribbon of canvas in the mans grip and
upon prying it from the dead mans hand, they
will see it is wrapped around a marked coin with
a squarish hole punched through the middle.
The coin is inscribed with a peculiar sigil and a
successful Knowledge Local check (DC 18)
divulges that it is a secret symbol of the Gertens
family, although its true meaning is left up to
the DM to determine.
u As the PCs cross an arched bridge, a lone boatman poles along the canal beneath them. If they
gesture at the figure, he will point at his ears
indicating he is deaf, and move along swiftly,
refusing to acknowledge them further.
u Running footsteps appear to be coming from
the next street over. A dog will begin barking
and then several more footsteps will follow,
apparently in pursuit of the first pair. After
another minute, it is silent once more. If they try
to investigate, the sounds will fade away before
they can get close enough.
u A few bits of masonry from a high balcony or
some clay slats from a rooftop will fall in an
alley next to the PCs, followed by a hail of dust
and debris. Nothing more.
u A fresh pool of blood; a body appears to have
been dragged onto a bridge toward one of the
canals, and then dumped.
Filchers Crossing
Draegyns directions guide you to a northern sector of the city called Filchers
Crossing. Its a seedy district, half-submerged
in the harbor,which results in most of the
streets having long since become watery
canals. Travelers either pole along in small
boats or navigate a web of ramps and archways between the buildings and the higher,
drier surfaces of the area. Much like the
waterfront district, Filchers Crossing at
night is no place for the sane to be alone, or
even in small groups. In fact, this portion of
the city seems grossly more insidious, as the
lack of bars and other entertainment offers
no reason for anyone to be about. The only
intention that would place someone in this
faintly populated backside of the Industrial
bourg in the wee hours is plain: lawlessness.
Consistent with that thought, you have no
doubt that this is where youll find Draegyns
suspected thieves.
10
The Abandoned
Factory
11
12
Front door
Y
Q
Tc
Tb
Ta
O
Y
1. Smelting Area
2. Overseers Stall
3. Breakroom Stall
4. Secondary Furnace
5. Storage Stall
6. Main Furnace
7. Staging Area
8. Operator's Stall
9. Suspended Smokestack
L. Shutter control lever
13
Crate
Ladder
Rubble
Shutters
5 ft. per grid square
14
shadows with his pistol trained on them, accompanied by Thunderwicket the steamjack and the four
men in hiding with him behind the secondary furnace (4). Hell greet them sarcastically, belittling
their skill on infiltrating his compound, and
remarking on the audacity of the overconfident
Gertens. As he does this, the rest of the Griffons
close in on the PCs from their hiding places in 5B,
5C, 6, and 7. The PCs will quickly realize that
several more than a dozen figures surround them;
there are twenty-three of them, in fact, including
Malek and the four Griffons on the catwalks above
with their crossbows aimed and ready.
Perhaps having never heard of the Gertens, the
PCs reaction to this remark may prove interesting,
but even so Malek will not be swayed into believing
that they dont work for the rival guild. Mad
Malekas he is sometimes calledsimply cant
resist gloating and displaying his ingenuity by
indicating the refurbished steamjack.
Maleks Ambush
Maleks plan is to lure the PCs deep into the factory so that his Griffons can surround them.
Whenever the PCs come inevitably close to discovering Maleks or any of his mens hiding places,
they will hear a loud whirring and chugging noise
start up and the gangleader will step out of the
Fools Errand E-Venture
16
17
Act III
Wherein the adventurers are suddenly plunged headlong into the drink!
The Undercity
Underneath Corvis there is a massive network
of sewer tunnels knotted through the sunken passages and warrens of the Undercity. Although the
city does try to maintain the sewers, many of the
maps have long been lost (if they existed at all). It
is said that a sewer worker must be both soldier and
madcap to carry out such a perilous job, and the
PCs are about to find out just how perilous the
sewers of Corvis can be!
18
The Undercity
10.
11.
12.
12a.
Thrullg Nest
Submerged Street
Sundered Tower
Laboratory
13.
14.
Ruins
Drainage Tunnel
5 ft. per grid square
Flow
}
q
}a
19
Thrullg Attack!
If the PCs are higher level and not suitably
weakened to the point where they all agree not
to beat a hasty retreat, the DM may wish to
allow them to engage the Thrullg and/or the
Griffon rogues in several rounds of combat
before the steamjack known as Thunderwicket
rights itself, thus gaining the attention of the
magic-seeking Thrullg.
A successful Spot check (DC 15) by any PC will
result in them noticing that Thunderwickets
nameplate has been ripped free from its rusty rivets and now lies on a ledge mere feet from their
grasp. Along with the nameplate on the nests ledge
are strewn bones, scraps of cloth and bits of
leather. Hidden amongst the trash are a few trinkets. A Search check (DC12) will reveal 4d8 silver coins, 2d8 gold coins, and 1d4 small gems (20
gp). If the PCs decide to try for any of these items,
they might provoke an attack of opportunity from
a nearby rogue or two at the DMs discretion.
Injured PCs, or those of a lower level, should be
encouraged to take advantage of the Thrullgs distraction to get out of the area. The only apparent
means seems to be the archway where the water is
flowing. This is a 150 tunnel on a slight angle and
the sides and bottom are slick enough to force a
Climb check (DC 15) for every 50, or otherwise
the PCs will slip and the current will carry them
unceremoniously to area 11.
Underneath your feet, worked rocks resembling cobblestones are intermittent with the
soft surface. To your left the entire area is on a
steep grade of dense sludge and odd-shaped,
angular boulders, and what seemed at first to be
a weird formation of rock is now more evident.
Its an ancient part of Corvis Undercity, a very
oddly shaped building constructed almost
entirely of iron. This man-made creation
emerges from the ground, leaning toward you at
a precarious angle, before vanishing once more
into the ceiling above.
20
structure, ringed with what appear to be the ring (30 gp); the ring bears the inscription: In
remains of metal walkways, and the entire building Cyriss There Is Truth. On a Spot check (DC 12)
is fluted and buttressed with sizeable
the PCs will spy a cask of some sort beneath the
columns of fungus-encrusted, dark
desk; it is a heavy stone keg containing 10
metal. There is an accessible entrygallons of potent acid. The acid in this
way by means of a large hole
keg is the same as found in the
in the side of it; a hole
desk, used as a metal solthat appears to be
vent for various purposes
corroded, as if eaten
(see DMG 88 for
through by acid. Over
information on acid).
the years, the shifting
At some point durearth has pushed the entire
ing the PCs search of
structure, so the DM should
this area, Malek and his
emphasize the uneven footremaining rogues will
ing throughout.
emerge from the same
The Thrullg
The interior of the ruins
pipework that the PCs
reveals that it perhaps served
utilized to arrive here. Inventive PCs might find a
as some type of industrial or
way to use the keg of acid to their advantage. It can
experimental laboratory (12A). It contains very easily be opened by cutting and pulling back the
little now, as the shifting has caused most of the ring of wax that seals it shut. If this copious
items within to fall, perhaps decades or even cen- amount of acid is poured anywhere near the metal
turies ago, out of a large hole in the northern por- supports of this buildingthat is barely standing
tion of the structure at the bottom of the incline. as it is nowthe building will collapse in a mere
The earth has risen to the top of a spiral staircase 2d4 rounds. This may serve as a distraction or
in the far corner of the room, so that it can no worse to the PCs pursuers (damage 10d6 to any
longer be descended. An open arch-shaped door- hapless fool in the way of the collapsing building).
way is several feet high on the far wall. It can be
13. Undercity Level: Ruins
attained by climbing up the spiral staircase and this
could possibly be used as an escape route, if need
There are more ruins here, consisting of
be, as it leads out onto one of the dilapidated walkodd chunks of large granite that, once upon a
ways. It is a ten-foot drop to the ground from the
time, were structures. Not far from you stands
rickety walkway. A Jump check (DC 15) yields no
a broad wall more than fifty feet long and ten
damage, but a failed check results in 1d6 points of
feet wide. You can only imagine that this wall
subdual damage.
was perhaps thirty feet tall or more when it
In another corner at the bottom of the incline is
was above ground, but now you can simply
a huge, metal rolltop desk riveted to the stone
climb to the top of it, which is little more
flooring. It is closed and the rolltop is somewhat
than eight feet from the surface. Near the
rusted from the years and moisture requiring a
coursing sewer tunnel, a minaret easily forty
Strength check (DC 13) to force it open. Inside
feet in diameter and decorated with effigies
the desk there is a shuttered lantern with an interof winged battle-maidens, materializes from
esting magnification attachment that focuses the
the ground.
light into an adjustable beam for double the range
This area may provide various forms of cover
of a normal bullseye lantern (PH 108) with a half
from
Mad Malek and his Griffon rogues. Malek
pint of oil still in it, a masterwork stilleto (functions as a punching dagger; PH 98) emblazoned and his men will be to dog the PCs from the safewith a stylized P. A pair of drawers containing ty of darkness, randomly firing his remaining piseight wax-sealed vials of acid (PH 113), twelve tol rounds at them. Hopefully, this will flush the
thin plates of beaten ironsome of them etched PCs toward the drainage tunnel (14). If not, the
with sequences of symbols that appear to be some DM has the option of having the Thrullg arrive at
type of cryptic formulaeand an exquisite silver this portion of the adventure, as well (in all likelihood having defeated the archaic steamjack by
Fools Errand E-Venture
21
22
Epilogue: A Fistful
Of Vouchers
The PCs will have most definitely escaped their
pursuersgiven that any of them survivedonce
they are dumped into the river. Even if any
Griffons have pursued the PCs into the drainage
tunnel, they will lose them once they climb from
the river and disappear into the foggy darkness of
the City of Ghosts.
What next then? First of all, the PCs have most
likely deduced that theyve been suckered, and even
if theyre so dense that they havent, theyll probably end up going back to The Falling Star to look
for Draegyn. The seedy dive will be open as usual,
even at this wee hour, and once the bedraggled PCs
enter, Dando will notice them immediately, wave
them over, and say:
23
bly consider sending them on another campaignone thats not so much of a ruseagainst
that uncontrollable fool of a man.
If the PCs try to shop around the underside of
Corvis looking for a better price for some of the
souvenirs acquired from their romp, they may
draw some much-unwanted attention from the
wrong kind of people. For instance, PCs flashing
the Griffons map of Filchers Crossing about may
soon find themselves at the end of some Griffons
blades. As well, the Gertens crime family might
also no doubt be interested in discovering who
these buffoons aregoing around sullying the
Gertens name and such!especially if the PCs
found the coin on the dead man in the Crossing
and let it be seen by the wrong eyes!
Appendix A:
Creatures
24
Thrullg
Standing more than eight feet tall, the
humanoid Thrullg is a horrid beast. It has a leathery, mottled green hide and the palms of its hands
and bottoms of its feet are covered in saucershaped suckers that enable it to climb sheer surfaces easily. Two telescoping, squid-like tentacles
dominate its wide head and it also sports a jagged,
tooth-filled maw. A foul creature born of magical
and alchemical waste, the Thrullg dines mainly on
a fare of vermin and trash. It also has a craving for
magicthe stuff from which it was createdand
it is at these times that it comes into conflict with
man, although this beast attacks primarily to
defend its nest or in the presence of magical auras.
Thrullg: CR 4; Large magical beast; HD
4d10+12; Init +1; Spd 30 ft., climb 15ft., swim
15 ft.; AC 17; Atk 2 claws +8 melee (2d4+4),
bite +6 melee (1d8+2); SA Improved Grab; SQ
absorb magic (below); AL Usually N; SV Fort+7,
Ref+5, Will+0; Str 19, Dex 13, Con 17, Int 10,
Wis 8, Cha 7.
Skills & Feats: Hide +11, Spot + 9, Climb +9,
Multiattack.
Improved Grab (Ex): To use this ability the
Thrullg must hit with a claw attack.
Absorb Magic (Su): Upon latching onto its target, the Thrullg pulls the victim into its toothy jaws
for a bite attack and wraps its tentacles around the
victim (if he/she is a spellcaster) or the tentacles
search over the victims entire person looking for a
source of magic. Often, if no source is found, the
Thrullg will purposefully drop the victim in favor
of another. This attack has the following effects:
u A magic item with charges in contact with the
Thrullgs tentacles loses 1d4 charges upon initial contact and every round thereafter. The
Thrullg permanently gains 1 Hit Die for every
10 levels of magic it absorbs in this manner.
u A magic item without charges in contact with
the Thrullgs tentacles will have its powers
Fools Errand E-Venture
Appendix B:
Dramatis Personae
Draegyn (The Black Bastard)
A prominent figure in the criminal world of
Corvis, Draegyn is a formidable information broker and man-on-the-streets under the employ of a
significant person in Corvis by the name of Hamil
Bodak. Draegyn is a mystery man, coming and
going at will with nary more than a whisper and he
is almost always unsympathetic and demanding of
those with whom he deals, contributing to his
nickname, The Black Bastard or simply The
Bastard. To some, that is the only name by which
they know him, and its probably already more than
theyd ever want to know.
Draegyn, male human Rog8: CR 8; Size M (5
ft., 10 in. tall); HD 8d6+8; hp 37; Init +4 (+4
Dex); Spd 30 ft.; AC 15 (+4 Dex); Attack +7/+2
melee, or +10/+5 ranged; SV Fort +3, Ref +10,
Will +6; AL CN; Str 12, Dex 19, Con 12, Int
25
Gajan
The mysterious Gajan has worked for the Bull
since before the establishment was passed down
from the previous owner. No one knows this mans
full name, or where he comes from, but Kildair
seems to have shared a past with him; the two trust
each another implicitly. Despite his slight stature,
those who are wise to Gajan offer him a wide berth,
especially if the words out that hes not in the best
of moods.
Gajan (ga-han), male human Ftr4/Rog3: CR
7; Size M (5 ft., 7 in. tall); HD 4d10 + 3d6; hp
32; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3
Dex); Attack +9/+4 melee, or +9/+4 ranged; SV
Fort +5, Ref +7, Will +4; AL LE; Str 16, Dex
16, Con 11, Int 10, Wis 14, Cha 12.
Skills & Feats: Appraise +6, Climb +11, Craft
(Small Arms) +8, Hide +3, Knowledge
(Underworld) +3, Listen +4, Move Silently +3,
Perform +6, Read Lips +5, Search +4, Spot +4,
Swim +10; Alertness, Combat Reflexes, Exotic
Weapon Proficiency (Small Arms), Point Blank
Shot, Quick Draw, Run, Weapon Focus (dagger).
Possessions: Leather armor, 2 small pistols & 25
charges, 2 daggers, 400 gp, 4500 gp in other gear
Redgrave, Malek
Mad Malek is power-hungry and vindictive
towards his enemies. He is the leader of a small
branch of the Griffon guild located in an abandoned factory in the seedy district of Corvis
known as Filchers Crossing. Malek has been
informed by one of his contacts that were fed false
information by Draegyn that the looming PC
party is actually a group of hitmen employed by the
rival Gertens family. Malek hates the Gertens with
a passion, so hes quite incensed by the PCs arrival
at his safe house and will do anything, even at the
expense of his own men, to eliminate the PCs.
Malek Redgrave, male human Rog3/Ftr3: CR
6; Size M (5 ft., 11 in. tall); HD 3d6+6 +
3d10+6; hp 43; Init +7 (+3 Dex, +4 Improved
Initiative); Spd 30 ft.; AC 15 (+3 Dex); Attack
+7 melee, or +8 ranged; SV Fort +6, Ref +7, Will
+3; AL NE; Str 15, Dex 16, Con 15, Int 12, Wis
13, Cha 12.
Skills & Feats: Balance +9, Climb +8, Craft
(Small Arms) +7, Decipher Script +7, Diplomacy
+4, Disable Device +7, Escape Artist +5, Handle
Animal +6, Hide +9, Innuendo +7, Intimidate
+7, Jump +3, Listen +8, Move Silently +3,
Profession +6, Spot +3, Tumble +7; Combat
Reflexes, Endurance, Exotic Weapon Proficiency
(Small Arms), Improved Initiative, Point Blank
Shot, Precise Shot.
Possessions: Longsword, leather armor, 2 daggers, club, small pistol, 12 pistol charges, 1500 gp,
1 500 gp garnet, 500 gp in other gear
26
Experienced Guards
(Watchmen)
Watchman (Experienced): Ftr3; CR3; Mediumsized humanoid (human); hp 20; Init +4 (+4
Improved Initiative); Spd 30 ft.; AC 15 (chain shirt
+ small shield); Atk +4 melee (1d6+1 subdual/2x
sap, 1d6+1/2x club, 1d8+1/19-20/2x longsword),
AL LN; SV Fort +3, Ref +1, Will +1; Str 12, Dex
11, Con 12, Int 10, Wis 10, Cha 10.
Special Attacks: If two or more Watchmen are
attacking the same target, and inflicting subdual damage, each Watchman gets one extra attack each round.
Skills & Feats: Climb +2, Handle Animal +1,
Intimidate +2, Jump +1, Knowledge (Law) +3, Ride
+2, Swim +3; Alertness, Combat Reflexes, Improved
Disarm, Improved Initiative, Quick Draw.
Experienced Rogues
Rogue (Experienced): Rog3; CR1; Mediumsized humanoid (human); hp 11; Init +2 (+2 Dex);
Spd 30 ft.; AC 14 (leather); Atk +2 melee
(1d4/19-20/2x dagger, or 1d6/2x club), +4
ranged (1d2/2x dagger); AL NE; SV Fort +1, Ref
+5, Will +1; Str 10, Dex 14, Con 11, Int 11, Wis
11, Cha 10.
Special Attacks: Sneak attack +2d6.
Skills & Feats: Appraise +3, Bluff +2, Climb
+1, Disguise +3, Escape Artist +2, Gather
Information +2, Hide +3, Innuendo +1,
Intimidate +3, Listen +2, Move Silently +3,
Open Lock +2, Perform +1, Pick Pocket +4, Spot
+2; Ambidexterity, Dodge, Uncanny Dodge.
Experienced Thugs
Thug (Experienced): War3; CR3; Mediumsized humanoid (human); hp 13; Init +4 (+4
Improved Initiative); Spd 30 ft.; AC 12 (leather);
Atk +5 melee (1d6/19-20/2x short sword), +3
ranged (1d2/2x dagger); AL NE; SV Fort +3, Ref
+1, Will +1; Str 12, Dex 11, Con 11, Int 9, Wis
9, Cha 10.
Skills & Feats: Bluff +1, Climb +1, Intimidate
+1.5, Knowledge (Underworld) +1, Swim +3;
Improved Initiative, Point Blank Shot, Weapon
Focus (short sword).
27
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shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v1.0a, Copyright 2000, Wizards of the Coast
Fools Errand content copyright 2001 Privateer Press LLC
OPEN GAME CONTENT
The following content is protected under the Open Gaming License above. 1. Monster stats
found in Appendix A, "stats" meaning the small text beginning with the monsters challenge
rating (e.g., "CR: 2") and extending through the end of the monsters treasure description.
The monsters names are not Open Game Content, nor are any other names specific to the
Iron Kingdoms setting or the Witchfire Trilogy that may appear in the stat text. 2. NPC stats
from Appendix B, stats being everything after the NPCs name in the stat block, down to
and including the Possessions summary. The names and likenesses of the monsters and
NPCs are not Open Game Content.
Portions of the Open Game Content listed above may originate in the D20 System
Reference Document and are 2000, Wizards of the Coast. The remainder of these portions of the book are declared Open Game Content. Any Open Game Content from this
book used elsewhere must bear with it this notice: "COPYRIGHT 2001, Privateer Press
LLC." Anything not explicitly declared Open Game Content, including all proper names,
illustrations and graphic design elements are Copyright 2001, Privateer Press LLC.
28
The first two parts of the Witchfire Trilogy are available now. Each is
$9.95 for 64 pages. Ask your game store for The Longest Night (PC
levels 13) and Shadow of the Exile (PC levels 46). Part 3, The
Sleeping Legion, will be available in August 2001.
Check out the buzz on the Witchfire Trilogy at D20Reviews.com, or hit
privateerpress.com for more review links. If youd like to learn more
about the Iron Kingdoms, youll find information on the setting in the
Witchfire Trilogy and at the ironkingdoms.com web site.
After the Witchfire Trilogy concludes, well be putting out a series of
exciting sourcebooks to support the Iron
Kingdoms game setting. First up is the
Monsternomicon Vol. I. Its over 100 pages of interesting and useful monsters, and its due in
September 2001. In November well release the
Guide to the Iron Kingdoms, the complete reference
to the game setting everyones talking about.